psilocervine

but wife city is two words

56k warning


cohost (arknights)
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psilocervine
@psilocervine

okay, I think I figured out how I can make my fog of war system work. I just have to write code

like not a lot of really complex code or anything. it's just like... a grid of fog states (stored as an int), a pretty simple shader setup that renders the scene from the top down to a render texture, have a view object that's only rendered to that camera for each unit (just an unlit circle), and then some save/load functionality because I'm a kind and benevolent gremlin who will let people save mid-mission


psilocervine
@psilocervine

for SOME FUCKING REASON unity doesn't have a built-in generic-ass blur effect for the post processing stack but since I'm using a fixed distance for the FoW reveal shapes and an orthographic camera, I'm just using the depth of field effect and some tweaked settings. it works p well I think?



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in reply to @psilocervine's post:

yeah, and so, SO many of the guides on how to implement it all have absurd advice like "use SetPixels()" and I am not about to push a 1D array of pixels to a Texture2D every time a player unit so much as sneezes, y'know?

so instead I just throw an ortho camera above the scene, point it straight down, apply a simple blur, fire it to a 256x256 render texture, and then reconstruct world position from depth in a pps shader with some noise textures in there. more complicated, sure, but it's way faster and way easier to get a good visual out of